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[PT-BENCH] 2026-07-31T15:18:09 label=lod-raster
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_streaming_pt_noplayer.tscn
config : RASTER (path tracing off), unshaded, dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 4.1s
camera lifted : 2693/2693 frames pushed up out of the SDF surface
min clearance : 12.2
-- build (record this: a config difference reads as a perf difference) --
executable : /storage/projects/code/godot/nvidia-rtx-godot/bin/godot.linuxbsd.editor.x86_64
engine : 4.7-beta (custom_build)
gpu : NVIDIA GeForce RTX 2070
driver : 1.4.325
rendering : forward_plus
vk rt pipeline : true
vk ray query : true
window size : (1920, 1080) (requested (1920, 1080))
viewport rect : (1914.0, 1053.0)
render target : (1914.0, 1053.0)
scaling : scaling_3d_mode=0 scale=1.00
NOTE: scaling_3d_mode reads back the DLSS mode even in a build compiled
WITHOUT DLSS (renderer_viewport.cpp only ERR_PRINTs). The log, not
this field, is the authority on whether DLSS actually ran.
-- frame time ---------------------------------------------------------
frames : 2693 over 6.0s
p50 : 2.02 ms (494.1 fps)
p95 : 2.40 ms (415.8 fps)
p99 : 2.78 ms (359.3 fps)
avg : 2.05 ms (488.3 fps)
min / max : 1.06 / 8.59 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 760 1.94 2.25 2.66 516.0
seg1 716 2.05 2.47 2.85 488.3
seg2 503 2.00 2.40 2.58 500.5
seg3 714 2.06 2.44 2.87 484.3
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..750
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 871078 (near zero = the camera was looking at nothing)
objects : p50 328
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-17-59_lod-raster_shot0.png
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